Toy figure for use with multiple, different game systems

ABSTRACT

A game includes a toy figure that includes memory for storing information relating to the toy figure, a first game system configured to communicate with the toy figure, and a second game system configured to communicate with the toy figure. The first game system is configured to download the stored information relating to the toy figure, receive input from a user, and alter the stored information based on the received input and the downloaded information. Similarly, the second game system is configured to download the stored information relating to the toy figure, receive input from a user, and alter the stored information based on the received input and the downloaded information. The second game system provides a play pattern substantially different from a play pattern provided by the first game system.

CROSS REFERENCE TO RELATED APPLICATION

This is a continuation-in-part of application Ser. No. 09/520,148, filedMar. 7, 2000 now abandoned.

TECHNICAL FIELD

This invention relates to a toy figure that can be used with multiple,different game systems.

BACKGROUND

It is known to use interactive toys in conjunction with a game system.For example, it is known to use three-dimensional toy bodies inconjunction with a video game system, such that characters correspondingto the toy bodies are displayed on a monitor of the video game system.

SUMMARY

In one general aspect, the invention provides a game that includes a toyfigure having memory for storing information relating to the toy figure,a first game system configured to communicate with the toy figure, and asecond game system configured to communicate with the toy figure. Eachof the game systems is configured to download the stored informationrelating to the toy figure, receive input from a user, and alter thestored information based on the received input and the downloadedinformation. The second game system provides a play patternsubstantially different from a play pattern provided by the first gamesystem.

Embodiments may include one or more of the following features. Forexample, in addition to alterable memory, the memory in the toy figuremay include read only memory.

Communication between the toy figure and a game system may be achievedthrough a direct connection between a connector on the toy figure and amating connector on the game system. Communication also may includewireless communication between the toy figure and the game system.Communication between the game system and the toy figure also may employinductive or capacitive coupling.

Information relating to the toy figure may include statistics of pastgames in which the toy figure was involved, gaming rules, a name of thetoy figure, one or more visual representations of the toy figure, and/orone or more audio representations of the toy figure. Informationrelating to the toy figure also may include a power type that indicateshow powerful that toy figure is when interacting with a game system oranother toy figure, a weakness type that indicates how weak that toyfigure is when interacting with a game system or another toy figure, ora resistance type that indicates how resistant that toy figure is todamage when interacting with a game system or another toy figure.

A game system may adjust game play using the toy figure based on thedownloaded information relating to that toy figure. Input received froma user may include input relating to control of the toy figure duringgame play.

A game system may include, for example, a game arena, hand-heldelectronic device, a game board, a video game, a software game, anarcade game, or a network-based game. Alternatively, a game system mayinclude a race track, and the toy figure may include a vehicle thattraverses the race track. The race track may be a physical race track oran electronic or software representation of such a race track.

The game may include one or more other game systems, with each of theother game systems being configured to electronically couple to the toyfigure and to download the stored information relating to the toyfigure. The games system also may be configured to receive input fromthe user and alter the stored information based on the received inputand the download information. Each game system provides a play patternsubstantially different from a play pattern provided by the other gamesystems.

Received user input may include an indication of an action that the toyfigure is to take during a game.

The game may include another toy figure having memory for storinginformation relating to the other toy figure. Each of the game systemsmay be configured to communicate with the other toy figure, download thestored information relating to the other toy figure, receive input froma user, and alter the stored information in the other toy figure basedon the received input from the user and the downloaded information. Agame system may be configured to perform game tasks based on thereceived user input, the downloaded information, and the play pattern ofthat game system.

A game system may include a processor, and a display that displays,under control of the processor, a visual representation of a toy figurecoupled to the game system, with the visual representation beingdownloaded to the game system. A game system also may include aprocessor, and a speaker that emits, under control of the processor, anaudio representation of a toy figure coupled to the game system, withthe audio representation being downloaded to the game system. A gamesystem may include a processor, memory, a clock, and a counter, with theprocessor causing the game system to perform various tasks based on theplay pattern, and additional information obtained from memory, theclock, and the counter.

At least one of the game systems may cause the toy figure to move oremit one or more sounds.

The toy figure may be, for example, a three-dimensional representationof a character or a vehicle. The toy figure may include a code thatuniquely identifies the particular toy figure. The unique code may beformed on a body of the toy figure, or may be stored in memory of thetoy figure.

The game permits a toy figure to interact with two or more game systems.Each game system stores information relating to the toy figure in memoryin the toy figure. Thus, results of a game in which the toy figure isengaged may be used to modify the characteristics of that toy figure.When the toy figure is engaged with another game system, thosecharacteristics may be downloaded into the other game system. Thispermits the toy figure to retain its characteristics from one gamesystem to the next, which provices for more interesting and excitinggame play.

Other features and advantages will be apparent from the followingdescription, including the drawings, and from the claims.

DESCRIPTION OF DRAWINGS

FIG. 1 is an exploded perspective view of a toy figure for use withmultiple, different game systems.

FIGS. 2–4 are perspective views of different game systems with which thetoy figure of FIG. 1 can be used.

FIG. 5 is an exploded perspective view of the connection between the toyfigure of FIG. 1 and a game system.

FIG. 6 is a side cross-sectional view of the connection between the toyfigure of FIG. 1 and a game system.

FIG. 7 is an exploded perspective view of the game system of FIG. 2.

FIG. 8 is a top view of the game system of FIG. 2.

FIG. 9 is a block diagram of the game system of FIG. 2.

FIGS. 10–14, 16, 18, and 19 are flow charts of procedures performed bythe game system of FIG. 2.

FIG. 15 is a table showing various attack point totals for a toy figureused with the game system of FIG. 2.

FIG. 17 is a table showing various attacking powers of an attacking toyfigure used with the game system of FIG. 2.

FIG. 20 is a perspective view of the game system of FIG. 3.

FIG. 21 is a block diagram of the game system of FIG. 3.

FIG. 22 is a flow chart of a procedure performed by the game system ofFIG. 3.

FIG. 23 is a block diagram of the game system of FIG. 4.

FIG. 24 is a flow chart of a procedure performed by the game system ofFIG. 4.

FIG. 25 is a perspective view of a home computer game system.

FIG. 26 is a block diagram of the home computer game system of FIG. 25.

FIGS. 27A–D are screen shots displayed during game play using the homecomputer game system of FIG. 25.

DETAILED DESCRIPTION

Referring to FIG. 1, a toy figures 100 includes a three-dimensional body105 made of a durable, safe, and inexpensively fabricated material, suchas, for example, plastic. The toy figures 100 also includes anintegrated circuit 110 including nonvolatile, re-writeable memory, readonly memory, and support circuitry. The toy figures 100 further includesa connector 115 that is electrically connected to the integrated circuit110. Although shown in a general form, the toy figures 100 may bedecorated with features or may have a more complex shape. For example,the toy figures 100 may resemble a blue dragon with a white tail.

Characteristics of the toy figures 100 are stored in the integratedcircuit 110. Characteristics include results of past games in which thetoy figures 100 was involved, gaming rules, a unique identification forthe toy figure, visual and/or audio representations of the toy figure,and attributes of the toy figure. A visual representation of the toyfigure may be, for example, that it represents a yellow monster that isfour feet tall and has green eyes. An audio representation of the toyfigure may be, for example, a voice attributed to that particular toyfigure.

Attributes of the toy figures 100 may include, for example, power type,evolution type, name, weakness type, resistance type, skills, amount ofenergy required for play, attack methods, available weapons,intelligence, damage that the toy figure can withstand (called hittotal), number of survived attacks, and other game statistics. The toyfigures 100 further includes a connector 115 that is electricallyconnected to the memory 110.

The toy figures 100 is adapted to mate with an electronic game system topermit interaction between the toy figures 100 and the electronic gamesystem. Referring also to FIGS. 2–4, the toy figures 100 may interactwith different electronic game systems, respectively, 200, 300, 400.Interaction between the electronic game systems 200, 300, 400 and thetoy figures 100 is achieved through an electrical connection between theconnector 115 on the toy figures 100 and a corresponding matingconnector 205, 305, 405 on the respective electronic game systems 200,300, 400.

As discussed in more detail below, FIG. 2 shows a game arena 200 inwhich opposing toy figures 100 engage in a battle. The toy figures 100are placed into the game arena 200 at predetermined locations, thuspermitting the game arena 200 to access memory stored in the integratedcircuit 110 of the figures 100. During battle, a player can choose anattack strategy based on each toy figure's characteristics andidentification. The goal is to exact a predetermined minimum amount ofdamage to the opposing player's toy figure, thus effectively “knockingout” the opposing player's toy figure. After a battle, the game arenamay store statistics relating to the results of such battles into thememory in the integrated circuit 110 of each toy figures 100.

FIG. 3 shows a hand-held electronic game device 300 in which a playercan attach his/her toy figures 100 to an adapter 302 for use with thegame device 300. In FIG. 3, the toy figures 100 is shaped like a turtle.The game device 300 downloads information stored in the toy figure'smemory in the integrated circuit 110 through a connector 304 and adjustsgame play accordingly. When a game is completed, the game device 300 mayupload statistics relating to results of the game into the memory in theintegrated circuit 110 of the attached toy figures 100 through theconnector 304.

As shown in FIG. 4 a user can attach his/her toy figure to areading/training device 400 when the user wishes to learn more aboutthat toy figure. For example, the user may wish to determine a name ofthe toy figure, or a number of victories associated with a toy figure.The user may also use the reading/training device 400 to train forbattles or games that involve use of the figures 100. Moreover, aftertraining using the reading/training device 400, the user could adjustcharacteristics of a toy figure based on the amount of knowledge thatthe user has gained about games, battles, and toy figures.

Referring also to FIGS. 5 and 6, an exploded perspective view 500 and across-sectional view 600 of the connection between the toy figureconnector 115 and a game system connector 505 detail how the connectors115, 505 mate with each other. The toy figure connector 115 may be aD-shaped receptacle made of a durable plastic material. Similarly, thegame system connector 505 may be a D-shaped mating post made of adurable plastic material.

Within the toy figures 100, a contact 510 that is electrically coupledto the memory 110 of the toy figure is guided through and secured to theconnector 115 using a fastener 515 (for example, a screw or solderjoint). A contact 520 is electrically coupled to a controller 525 withinthe game system. The contact 520 is secured within a portion of theconnector 505 that aligns with the contact 510 in the toy figureconnector 115 when the connectors 115, 505 mate with each other.

In general, the toy figures 100 is adapted to interface with any numberof electronic game systems. When a user purchases the toy figures 100,the memory 110 may include a set of predetermined attributes and anidentification (such as an alphanumeric code) unique to that toy figures100. As the user plays with the toy figures 100 using any one of theelectronic game systems, characteristics and attributes for the toyfigures 100 may be revised based on the performance of the toy figures100. As the characteristics and attributes of the toy figure 100 arerevised, the electronic game system may store the revisedcharacteristics and attributes into memory 110.

The player who controls a particular toy figure makes decisions duringgame play based on that particular toy figure's attributes and theopposing toy figure's attributes. In one implementation, the power typeattribute of the toy figures 100 generally indicates what kind of powerthe toy figures 100 possesses. For example, if the toy figure possessesa fire power type, the toy figures 100 uses fire in attacking opposingtoy figures. Similarly, the weakness type attribute of the toy figures100 generally indicates what types of power the toy figure is weakagainst in a battle. For example, the fire power toy figure might beweak against a water power toy figure. In addition, attack methods areassociated with the type of power that the toy figure possesses—forexample, a fire power toy figure might throw fire during an attack,whereas a water power toy figure might throw water during an attack.

The resistance type attribute of the toy figure indicates what powertypes of attacking toy figures the toy figure is strong against. Forexample, the fire power toy figure may be strong or possess a resistanceagainst a grass power toy figure.

The evolution type of the toy figure indicates whether the toy figureexhibits primitive (and/or weaker) powers or evolved (and/or stronger)powers. For example, when attacking an opposing toy figure, a primitivefire power toy figure may exact a relatively lower amount of damage tothe opposing toy figure whereas an evolved fire power toy figure mayexact a higher amount of damage to that same opposing toy figure. Asanother example, a primitive water power toy figure may attack with asimple strategy (such as, exact x amount of damage to opposing toyfigure) whereas an evolved water power toy figure may attack with a morecomplex strategy (such as, exact x-y amount of damage to opposing toyfigure, where y is the total amount of damage exacted on the attackingevolved water power toy figure). Moreover, some primitive toy figuresmay be predecessors to evolved toy figures; that is, an evolved toyfigure is evolved from a particular predecessor toy figure.

Game Arena

Referring also to FIG. 7, the electronic game system may be the gamearena 200 in which toy figures 100 engage in a battle. The game arena200 includes connectors 205 on which the toy figures 100 are attached sothat information may be exchanged between the toy figures 100 and thegame arena 200. The game arena 200 includes a top piece 700 formed toresemble an arena or play area. The top piece 700 and all itsaccessories are made of rigid, safe, and durable materials such as, forexample, plastic materials. Moreover, because the top piece 700resembles a game arena, it may be decorated with paint, lights, andshapes to indicate such a resemblance. For example, the top piece 700may include a court area 705 onto which the toy figures battle, aspectator area 710 that resembles seats in a stadium or arena, and a toyfigure rest area 715 into which toy figures may be placed when notengaged in battle. The top piece 700 also includes a user control area720 that enables a user to control actions of the toy figure. Additionaldecorative and functional accessories of the top piece include ascoreboard 725 that attaches to the spectator area 710 and a dome 730that protects toy figures in the rest area 715. Light emitters 732 maybe positioned along the court area 705 through corresponding holes orslots 733 formed into the court area 705.

The game arena 200 includes a bottom piece 735 that joins with the toppiece 700 to form a cavity that holds various components of the gamearena 200. The bottom piece 735 is also made of a rigid, safe, anddurable material, such as a plastic material. The bottom piece 735 isjoined to the top piece 700 using any suitable fastening technique, suchas, for example, snap fit techniques and/or fasteners such as screwsthat align with threaded holes. Because the bottom piece 735 is notvisible during game battle, it is not generally colored or decoratedwith accessories.

The bottom piece 735 includes a battery door 740 that opens forinserting a power source 742, such as a battery, into a battery box 745.A controller 750 is retained within the cavity formed by the top andbottom pieces: the controller may be retained by attachment to thebattery box 745 using any suitable fastener 755, such as a screw thataligns with threaded holes in the battery box 745. The bottom piece 735further includes a speaker mount 760 for retaining a speaker 765 thatconnects to the controller 750 within the cavity. A start button orswitch (not shown) may be positioned below the power source box 745 oron an outside surface of the bottom piece 735.

Referring also to FIG. 8, a top view of the game arena 200 shows moreclearly the layout of the court area 705 and the user control area 720.The user control area 720 includes a fire or attack button 800, a normalmode button 805, and a special mode button 810. The light emitters 732are arranged in the court area 705 along a centerline 812 that dividesthe court area 705 into two regions: a first region 815 and a secondregion 820. The light emitters 732 are also arranged in the court area705 around each of the toy figures locations and in various otherlocations to facilitate game play. A first player faces a first usercontrol area 720 that controls the toy figures 100 that is placed in thefirst region 815. A second player faces a second user control area 720at the opposite end of the game arena 200, and which controls the toyfigures 100 that is placed in the second region 820. The game arena 200additionally includes a set of speaker slots or holes 825 that permitaudio signals from the speaker 765 to freely emanate from the game arena200.

Referring also to FIG. 9, the game arena controller 750 receives powerfrom the power source 742 and input from a first player's control area720, a second player's control area 720, and the start button 900. Basedon this input, the controller 750 performs various tasks usingadditional information obtained from a processor 902, memory 905, aclock 910, and a counter 915. As game play requires, the controller 750may flash one or more light emitters 732, send a signal to the speaker765 to cause the speaker to emit an audio signal, or update memorywithin either of the toy figures 100 connected to the game arena 200.

Referring also to FIGS. 10 and 11, during game play, the game arenacontroller 750 performs a procedure 1000 (FIG. 10). Initially, thecontroller 750 selects a player that will attack first in the game (step1005). The controller 750 performs this selection according to aprocedure 1005 that is shown in FIG. 11. In that procedure, thecontroller 750 receives a start signal from the start button 900 (step1105), with the start signal indicating that the players want to begin agame. The controller 750 determines whether a toy figures 100 isconnected to either of the connectors 205 on the game arena 200 (step1110). If so, the controller 750 notifies that player to remove the toyfigure from the game arena 200 by sending a signal to the speaker 765that causes the speaker to emit an audio signal (step 1115). If bothconnectors 205 on the game arena 200 are free, then the controller 750randomly sequences the light emitters on the court area 705 to indicatewhich player proceeds first (step 1120). For example, if the controller750 ends the flashing at a light emitter in the first region 815, thenthe player controlling the first region would be the attacking playerand would proceed first. Likewise, if the controller 750 ends theflashing at a light emitter in the second region 820, then the secondplayer would be the attacking player and would proceed first.

Referring again to FIG. 10, once the attacking player is selected, thecontroller 750 activates the game (step 1010). The controller 750performs this activation according to the procedure 1010 shown in FIG.12. Initially, the controller 750 determines whether the attackingplayer has connected a toy figure to the connector 205 in the attackingplayer's region (step 1200). If so, the controller 750 determineswhether the positioned toy figure is appropriate at this stage of thegame (step 1205). An appropriate toy figure at the start of a game isany toy figure other than an evolved toy figure. Thus, an evolved-typetoy figure cannot be connected to the connector 205 at the beginning ofthe game.

If the controller 750 determines that the connected toy figure is notappropriate at this stage of the game, then the controller 750 instructsthe player to connect another toy figure to the connector 205 (step1210) and determines if the player has done so (step 1200).

If the controller 750 determines that the connected toy figure isappropriate at this stage of the game, the controller 750 downloadsinformation from the memory of the connected toy figure (step 1215). Thecontroller 750 downloads, for example, the unique identification of thetoy figure, the game rules, the toy figure attributes, visual and/oraudio representations of the toy figure, and attributes of the toyfigure. The controller 750 then sends a signal to the speaker 765 thatcauses the speaker to emit an announcement audio signal that indicatesthat the player has selected a toy figure (step 1220). The announcementmay include a voice of the toy figure that speaks the name of the toyfigure in addition to an indication of the damage exacted on the toyfigure (for example, the indication may include the number of hitsacquired by the toy figure).

Next, the controller 750 determines whether the defending player hasconnected a toy figure to the defending player's connector 205 (step1225). If so, the controller 750 determines whether the connected toyfigure is appropriate at this stage of the game (step 1230). If thecontroller 750 determines that the positioned toy figure is notappropriate at this stage of the game, then the controller 750 requestsanother toy figure to be connected to that connector 205 (step 1235) andproceeds to determine if the player has connected a toy figure to theconnector 205 (step 1225).

If the controller 750 determines that the connected toy figure isappropriate at this stage of the game, the controller 750 downloadsinformation from the memory of the connected toy figure (step 1240). Thecontroller 750 downloads, for example, the unique identification of thetoy figure, the game rules, the toy figure attributes, visual and/oraudio representations of the toy figure, and attributes of the toyfigure. The controller 750 then sends a signal to the speaker 765 thatcauses the speaker to emit an audio announcement signal that indicatesthat the defending player has selected a toy figure (step 1245). Theannouncement may include a voice of the toy figure that speaks the nameof the toy figure in addition to an indication of the damage exacted onthe toy figure.

Referring again to FIG. 10, after the controller 750 has activated thegame (step 1010), the controller 750 indicates the attacking player(step 1015). During the first iteration through the procedure, this willbe the player selected to go first. In later iterations, this may be theother player. The controller performs this indication based on aprocedure 1015 that is shown in FIG. 13. First, the controller 750indicates which player is to attack by flashing the light emitters nearthat player's toy figure (step 1300) and causing the speaker 765 to emitan audio signal that indicates that the player should choose an attackstrategy (step 1305). For example, the controller 750 may send a signalto the speaker 765 that causes the speaker 765 to emit the phrase“choose attack.”

Referring again to FIG. 10, the controller 750 then determines whetherthe player who is poised to attack takes an attack action (step 1020).The player takes an attack action by pressing the attack button 800.

If the controller determines that the player attacks, then thecontroller 750 determines the result of the attack on the toy figuresinvolved in the game (step 1025) by performing a procedure 1025 shown inFIG. 14. To determine the result of the attack, the controller 750receives input from the player indicating the mode of attack (step 1400)through the attack mode buttons 805, 810. The controller 750 thensequences (initially, at a relatively high speed) the light emittersthat run along the centerline 812 of the court area 705 (step 1405).

The player's goal is to stop the sequencing of the light emitters at alight emitter nearest the center of the court area 705, thus gaining themaximum attack power. The moment that the player stops the light emittersequencing may be referred to as the attack moment. With every passthrough the complete light emitter sequence, the controller 750 slowsthe sequencing down, thus making it easier for the player to stop thesequencing at the center light and gain the maximum attack power forthat attack moment. However, as the sequencing is slowed, attack poweris reduced overall because the attack moment is delayed. Referring alsoto FIG. 15, a table 1500 gives typical attack points 1505 versussequence stop location 1510 and sequence attack moment 1515. Forexample, if the player stops the sequencing at the center light emitterduring the first pass, then the controller would allocate the maximumnumber of attack points, 100, to that player's attack. However, if theplayer stops the sequencing at two light emitters from the center lightemitter during a third pass, then the controller would allocate only 40attack points to the player's attack.

The controller 750 receives input from the player indicating the attackmoment (step 1410) through the attack button 800. Based on the attackmoment and the mode of attack, the controller 750 calculates attackpoints (step 1415) to be imparted onto the opposing toy figure as aresult of the attack.

Referring to FIG. 16, the controller 750 performs the calculationaccording to a procedure 1415. The controller 750 determines the attackpoints according to the attack moment and the stop position using, forexample, table 1500 from FIG. 15 (step 1600).

Then, the controller 750 adjusts the attack point total based on attackmode, and/or relative attack advantages or disadvantages between toyfigures involved in the battle (step 1605). For example, in determiningthe attack points, the controller 750 may determine whether theattacking player has selected a normal attack mode. The controller 750may further or alternatively determine whether that player's toy figurehas little hope of winning the attack against the other toy figure.

In addition to normal attacks, toy figures have special power attacks.As shown in table 1700 of FIG. 17, each toy figure has associated withit a normal power 1705 and a special power 1710. The special power 1710may or may not have an advantage over the opposing toy figure's specialpower. Thus, when the toy figure attacks the opposing figure, thecontroller determines whether, based on the toy figures' powers, the toyfigure would have an advantage over the opposing toy figure in theattack. For example, if the attacking toy figure is in a first normalattack mode (NORMAL 1), the attacking toy figure exhibits normal poweragainst the opposing toy figure. Thus, referring to table 1700, if theopposing toy figure has water power, then neither toy figure would havean advantage during the ensuing attack. However, if the opposing toyfigure has poison power, then the attacking toy figure would have anadvantage over the opposing toy figure. Alternatively, if the attackingtoy figure is in special power mode and the attacking toy figureexhibits a fighting power as its special power, then the attacking toyfigure would have a disadvantage over an opposing toy figure with a bugpower but would have little hope of winning an attack against anopposing toy figure with a ghost power.

Referring again to FIG. 16, if the attacking toy figure has little hopeof winning the attack against the other toy figure, then the controller750 removes points from the attack point total determined at step 1600.If the controller 750 determines that the attacking player has notselected a normal attack, and has instead selected a special powerattack, then the controller determines whether the attacking toy figurehas an advantage over the opposing toy figure using, for example, thetable 1700 of FIG. 17.

If the toy figure has an advantage over the opposing toy figure, thenthe controller adds a predetermined number of points to the attack pointtotal. If the toy figure does not have an advantage, and instead has adisadvantage over the opposing toy figure, then the controller subtractsa predetermined number of points from the attack point total. If the toyfigure has no advantage or disadvantage, and instead has little hope ofwinning an attack against the opposing toy figure, then the controllersubtracts a predetermined greater number of points from the attack pointtotal.

Otherwise, the controller just proceeds to send a signal to the speaker765 causing the speaker to emit an audio signal that indicates the nameof the attacking toy figure (step 1610) and/or to send a signal to thelight emitters around or very near the attacking toy figure to indicatethat the toy figure is attacking (step 1615). The controller 750 thenadjusts the attack points (step 1620) based on the evolution type forthe attacking toy figure. For example, if the attacking toy figure hasevolved from a primitive toy figure, then the controller would add apredetermined number of points to the attack points. If the attackingtoy figure has evolved from an evolved toy figure, then the controllerwould add a second predetermined number of points to the attack points.Typically, the second predetermined number of points is greater than thepredetermined number of points.

Referring again to FIGS. 14 and 10, after the controller determines theattack point total (step 1415) and the attack result (step 1025), thecontroller 750 indicates the attack result to the players (step 1030).Referring to FIG. 18, the controller 750 performs this indicationaccording to a procedure 1030. The controller 750 first determineswhether the attack point total falls within a lower range ofpredetermined values (step 1800), and, if so, the controller 750 sends asignal to the speaker 765 that causes the speaker to emit an audiosignal indicating a weak hit result (step 1805). A weak hit impartslittle damage to the opposing toy figure. Damage from the hit ismeasured in hit points associated with each toy figure. After indicatingthe hit results, the controller 750 removes the total number of attackpoints from the hit points associated with the opposing toy figure (step1810).

If the controller determines that the attack point total falls within amiddle range of predetermined values (step 1815), the controller 750sends a signal to the speaker 765 that causes the speaker to emit anaudio signal indicating a medium hit result (step 1820). Afterindicating the medium hit result, the controller 750 removes the totalnumber of attack points from the hit points associated with the opposingtoy figure (step 1810).

If the controller determines that the attack point total exceeds a highpredetermined value (step 1825), the controller 750 sends a signal tothe speaker 765 that causes the speaker to emit an audio signalindicating a strong hit result (step 1830). After indicating the stronghit result, the controller 750 removes the total number of attack pointsfrom the hit points associated with the opposing toy figure, thusimparting damage to the opposing toy figure (step 1810).

Referring again to FIG. 10, after the controller 750 indicates theattack results, the controller 750 determines whether either of theplayers has won the game (step 1035). A player wins the game if theopposing player's toy figure has no hit points—that is, the opposingplayer's toy figure has received an excessive amount of damage. Ifneither player has won the game (step 1035), the controller 750indicates the status of the toy figure associated with the opposingplayer (step 1040) by sending a signal to the speaker that causes thespeaker 765 to emit an audio signal indicating the remaining hit pointsassociated with the opposing player. If a player has won the game (step1035), the controller 750 indicates the winner of the game (step 1045)by causing the light emitters near the winning toy figure to flash,causing the speaker to emit an audio signal of a cheering crowd, causingthe speaker to emit an audio signal of the toy figure chanting its ownname, or causing any or all of these events to occur.

Once a player has won a game (step 1035), the controller 750 storesinformation relating to the game result into the memory 110 of thewinning and losing toy figures (step 1050). Thus, statistics stored inthe memory 110 of the toy figures that have been recently engaged in thebattle would be updated to include results of this most recent game.

If the controller 750 determines that the player has not issued anattack signal (step 1020), then the controller 750 determines whetherthe player can issue any other action (step 1055). The controller 750performs this determination according to a procedure 1055 that is shownin FIG. 19. Initially, the controller 750 determines whether the playeris retreating the toy figure from the game arena 200 (step 1900). Theplayer retreats the toy figure from the game arena 200 by disconnectingthe toy figure's connector 115 with the game arena connector 205. If theplayer has retreated the toy figure (step 1900), the controller 750requests that the player mount a new toy figure into the game arena(step 1905). The controller 750 makes this request by issuing a signalto the speaker 765 that causes the speaker to emit an audio signalrequesting the new toy figure. The controller 750 determines whether therecently mounted toy figure is acceptable (step 1910). An acceptable toyfigure is any toy figure that is different from the recently retreatedtoy figure. However, if the recently mounted toy figure is anevolved-type toy figure, then it must be evolved from the recentlyretreated toy figure to be acceptable at this stage of the game.

The controller 750 can identify acceptability by comparing the uniqueidentification of the recently mounted toy figure to the uniqueidentification of the removed toy figure—if the two identifications areidentical, then the toy figures are identical and the recently mountedtoy figure is unacceptable. Furthermore, if the identificationcomparison indicates that the recently mounted toy figure is not evolvedfrom the recently retreated toy figure, then the recently mounted toyfigure is unacceptable.

If the recently mounted toy figure were not acceptable (step 1910), thecontroller requests a new toy figure (step 1905). If the recentlymounted toy figure were acceptable (step 1910), the controller 750downloads information relating to that toy figure from the toy figure'smemory 110 (step 1915). The controller 750 then sends a signal to thespeaker causing the speaker to issue one or more audio announcementsbased on the new figure information (step 1920). For example, thespeaker may issue an audio signal corresponding to the voice of the toyfigure announcing its own name. Following such announcements (step1920), the controller indicates the attacking player by, for example,flashing light emitters near the attacking toy figure (step 1015).

If, on the other hand, the controller 750 determines that the player hasnot retreated the toy figure from the game arena (step 1900), thecontroller 750 determines whether the player could evolve the toy figureto another toy figure (step 1925). If not, then the controllerdetermines whether the attacking player is issuing an attack (step1020).

If the player can evolve the toy figure, then the controller 750requests an evolved toy figure (step 1930) by, for example, sending asignal to the speaker that causes the speaker to emit an audio signalrequesting the evolved toy figure. The controller 750 then determineswhether a new toy connected to the game arena 200 has evolved from thepreviously-connected toy figure (step 1935), and if so, the controller750 announces such evolution (step 1940) by sending a signal to thespeaker that causes the speaker to emit an audio signal announcing theevolution.

The controller determines whether the new toy has evolved from thepreviously-connected toy figure by comparing the identifications anddetermining whether the identifications are related by the evolutionstep. The controller 750 downloads the information relating to theevolved toy figure from the memory 110 within that evolved toy figure(step 1945), and, based on the downloaded information, the controller750 sends a signal to the speaker causing the speaker to announce, inthe evolved toy figure's voice, a name of the evolved toy figure (step1950). Following such announcement (step 1950), the controller indicatesthe attacking player by, for example, flashing light emitters near theattacking toy figure (step 1015).

If the controller 750 determines that the new toy is not evolved fromthe preceding toy figure (step 1935), the controller 750 determineswhether this is the Nth such replacement during this game (step 1955),where N is an integer that indicates a maximum number of replacementspermitted in the game. If the player has not reached this maximum numberof replacements, the controller 750 continues to request an evolved toyfigure from the player because the player presumably has yet to replacethe preceding toy figure with an evolved toy figure (step 1930). If theplayer has requested the Nth such replacement during this game, then thecontroller 750 may be configured to disqualify the attacking player(step 1960) and announce (using the speaker and/or the light emitters)the opposing player as the winner of the game (step 1965). After that,the game is over, and the controller 750 selects the next player toattack first in the next game (step 1005).

Hand-held Electronic Game

Referring again to FIG. 3, the electronic game system may be a hand-heldelectronic game device 300. Such hand-held electronic game devices 300are typically include a housing 310 that contains one or more user inputbuttons that each perform various tasks. Input buttons generally includean on or start button 315 to turn on and/or start a game, a score orstatus button 320 to see the status of the game, and a control button325 to control various aspects (such as the position of a character) ofthe game. A display region 330 such as a liquid crystal display (LCD)screen is positioned at the front of the housing 310 to be clearlyvisible to the player.

The adapter 302 may include an input mechanism 331 for receiving aportable memory device 332 such as a diskette or CD. The game device 300accesses information stored in the memory device 332. The informationrelates to game play strategy and/or rules, and may be used tofacilitate game play between the toy figures 100 and the game device300.

The adapter 302 may include an additional connector 335 to enable thegame device 300 to connect to another game device 2000 through a cable2005 as shown in FIG. 20. In this way, the player of the game device 300may play another player controlling game device 2000. The adapter 302 isdesigned so that the game device 300 may slide into the adapter 302through a slot 333, thus protecting the game device 300 during gameplay.

Referring also to FIG. 21, the housing 310 contains an electroniccontroller 2100 that connects to and controls other game components. Apower source 2105 (for example, a battery) is contained in the housing310 and provides electrical power for the controller 2100. As game playrequires, the controller 2100 controls the image displayed on the LCDscreen 330 and/or sends a signal to a speaker 2110 contained in thehousing 310 based on input from the player. The controller 2100 performsthese tasks using additional information obtained from a processor 2115,memory 2120, a clock 2125, and a counter 2130.

The toy figures 100 is adapted for play with the hand-held device 300using the adapter 302 that attaches to the housing 310 and provides thenecessary electronic connections for interfacing the toy figures 100with the hand-held device 300. Thus, the adapter 302 includes theconnector 304 that mates with the connector 115 on the toy FIG. 100. Inthis way, the player can effectively insert the toy figures 100 into thehand-held device 300, which uses information downloaded through theadapter 302 and through the memory device 332 to interact with the toyfigure.

Referring also to FIG. 22, during game play, the controller 2100performs a procedure 2200 that is initiated when the player turns on thegame device 300 using the on button 315 and inserts the toy figures 100into the adapter 302. The controller 2100 downloads the information fromthe toy figures 100 and possible from the memory device 332 (step 2205)before beginning a game. The controller 2100 accesses from the toyfigure information such as the rules and specifications that govern howthe game is played in conjunction with the toy figure, a uniqueidentification of the toy figure, visual and/or audio representations ofthe toy figure, and attributes of the toy figure. If the memory device332 is inserted into the input mechanism 331, the controller 2100 mayaccess from the memory device 332 information such as the rules andspecifications that govern how the game is played in conjunction with atoy figure.

Based on the downloaded information, the controller 2100 adjusts theplay of the game (step 2210). For example, the controller 2100 maydisplay a representation of the toy figure on the LCD screen 330 usingthe downloaded visual representation of the toy figure. The controller2100 also may send a signal to the speaker 2110 that causes the speakerto emit an audio signal that corresponds to the downloaded audiorepresentation of the toy figure. Using the downloaded rules andspecifications, the controller 2100 displays on the LCD screen 330 agame area that corresponds to the game area in which a game using thetoy figure is played. Using the downloaded rules and specifications, thecontroller 2100 alters the execution of the game to more fully integratethe representations of the toy figure. Using the downloaded rules andspecifications, the controller 2100 may change the effect that theinputs 315, 320, 325 have on game play. For example, if the input 325 istraditionally used to position a character at a particular location inthe game area, then the input 325 alternatively may be used to adjust apower of attack or a moment of attack.

After the controller 2100 adjusts game play based on the downloadedinformation, the controller 2100 receives input from the player throughone of the inputs 315, 320, 325 indicating the start of the game (step2215). The controller 2100 then begins the game (step 2220) and receivesplayer input through one or more of the inputs 315, 320, 325 during gameplay (step 2225). When the controller determines that the game is over(step 2230), the controller determines the result of the game (step2235) and then stores information relating to the game result in thememory 110 of the toy figure (step 2240). Thus, statistics stored in thememory 110 (such as, for example, number of wins, number of losses, andnumber of survived attacks) are updated to include the results of themost recent game.

Toy Figure Reader and Trainer

Referring again to FIG. 4, the electronic game system may be a hand-heldelectronic reading/training device 400. The hand-held electronicreading/training device 400 includes a housing 410 made of two adjoiningsections 415, 420 that are connected along a central hinge 422. When notin use, the section 420 may be folded onto section 415 to protect thecomponents of the device 400. Moreover, the device 400 may beautomatically turned off when section 420 is folded onto section 415 andautomatically turned on when section 420 is separated from section 415.A display region 425, such as an LCD screen, is positioned at the frontof the housing 410 and clearly visible to the player.

The hand-held reading/training device 400 contains one or more userinput buttons that each perform various tasks. Input buttons include amode button 430, a minus button 435 that serves a dual purpose dependingon the selected mode, an equal button 440 that serves a dual purposedepending on the selected mode, and a plus button 445 that serves a dualpurpose depending on the selected mode.

Referring also to FIG. 23, the housing 410 contains an electroniccontroller 2300 that connects to and controls other game components. Apower source 2305 (for example, a battery) is contained by the housing410 and provides electrical power for the controller 2300. As reading ortraining requires, the controller 2300 controls the image displayed onthe LCD screen 425 and/or sends a signal to a speaker 2310 contained inthe housing 410 based on input from the player. The controller 2300performs these tasks using additional information obtained from aprocessor 2315, memory 2320, a clock 2325, and a counter 2330.

The toy figures 100 is attached to the housing 410 at the connector 405.In this way, the controller 2300 is able to download information fromthe memory 110 through the connector 405 to interact with the toyfigures 100.

Referring also to FIG. 24, during operation of the reading/trainingdevice 400, the controller 2300 performs a procedure 2400 that isinitiated when the player turns on the reading/training device 400 by,for example, opening the adjoining sections 415, 420. Because thereading/training device 400 operates in one of two modes, reading ortraining, the controller 2300 receives the user's selection of the mode(step 2405). The user would select the mode by pressing the mode button430.

During the reading mode, the user can access information relating to atoy figure connected to the connector 405 using the reading/trainingdevice 400. Such information includes identification information such asthe name of the toy figures 100, the power type of that toy figures 100(for example, whether the toy figure exhibits a fire, water, grass, ice,fighting, poison, ground, flying, psychic, bug, rock, ghost, or dragonpower), and the unique identification associated with that toy figure.Information also includes the total amount of damage that the toy figurecould withstand (referred to as the hit point total), the number ofbattles that the toy figure has participated in (referred to as thematch point total), and the number of battles that the toy figure haswon (referred to as the win total). The reading/training device 400 mayalso play an audio signal that represents the toy figure's audiorepresentation. That audio signal may speak the toy figure's name andthe toy figure's general type of attack.

The controller 2300 determines whether the reading mode is selected(step 2410), and if so, the controller 2300 determines whether the toyfigure is attached to the connector 405 (step 2415) because thecontroller 2300 needs to access information stored within the toyfigure's memory 110. If the toy figure were not attached to theconnector 405 (step 2415), the controller 2300 asks the user to insertthe toy figure into the connector 405 (step 2420).

When the controller 2300 determines that the toy figure is attached tothe connector 405 (step 2415), the controller 2300 downloads theinformation from the toy figures 100 (step 2425). Information downloadedincludes the rules and specifications that govern how the toy figureplays a game, a unique identification of the toy figure, visual and/oraudio representations of the toy figure, and attributes of the toyfigure.

The controller 2300 receives input from the user during the reading mode(step 2430) whenever the user presses one of the input buttons on thehousing 410. When the user presses the minus button 435 during readingmode, this indicates that the user wishes to know the toy figure'sidentification information. When the user presses the equal button 440during reading mode, this indicates that the user wishes to knowstatistics relating to battles for that toy figure. When the userpresses the plus button 445 during reading mode, this indicates that theuser wishes to hear the audio representations of the toy figure.

Based on the downloaded information and the user input, the controller2300 outputs information to the user (step 2435). For example, thecontroller 2300 may display the downloaded visual representation of thetoy figure on the LCD screen 425 when the user selects the minus button435. The controller 2300 may send a signal to the speaker 2310 thatcauses the speaker to emit an audio signal that corresponds to the toyfigure's voice or downloaded audio representation when the user selectsthe minus button 435. The controller 2300 may display the number ofwins, number of losses, and/or number of completed battles on the LCDscreen 425 when the user selects the equal button 440. Likewise, thecontroller 2300 may send a signal to the speaker that causes the speakerto emit an audio signal indicating the number or wins, losses, and/orengaged battles when the user selects the equal button 440. Thecontroller 2300 may send a signal to the speaker that causes the speakerto emit an audio signal of the audio representation of the toy figurewhen the user selects the plus button 445.

After the controller 2300 outputs information to the user based on thedownloaded information and the user input, the controller 2300determines whether reading mode is still selected (step 2440). If so,the controller 2300 continues to receive user input during the readingmode (step 2430).

If the user has pressed the mode button 430, then the controller 2300operates in the training mode. During training mode, the controller 2300trains and tests the user's knowledge of the types of toy figures. Forexample, the controller 2300 may test the user's knowledge of the powerassociated with a particular toy figure. The controller 2300 may testthe user's knowledge of which toy figures have advantages ordisadvantages relative to other toy figures. Because no particular toyfigure is required for the controller 2300 to operate in the trainingmode, there is no need for the user to insert a toy figure into theconnector 405 at this point.

The controller 2300 prompts the user for input to test the user'sknowledge about particular aspects of the toy figures or games that thetoy figures would engage in (step 2445). For example, the controller2300 may send a signal to the speaker that causes the speaker 2310 toemit an audio signal of a question that would prompt the user to answerusing one or more of the input buttons 435, 440, 445. An example of atypical question may be “is the toy FIG. 1 strong against an attack fromtoy FIG. 2?” The controller 2300 may cause the display 425 to show avisual representation of a first toy figure and then a second toy figureand request that the user indicate if the first toy figure is strongagainst an attack from the second toy figure.

The controller 2300 receives input from the user during the trainingmode whenever the user presses one of the input buttons on the housing410 in response to the prompt (step 2450). When the user presses theminus button 435 during training mode, this indicates that the user hasselected the option that the toy figure in question is weak against acertain opposing toy figure. When the user presses the equal button 440during training mode, this indicates that the user has selected theoption that the toy figure in question is equal against a certainopposing toy figure. When the user presses the plus button 445 duringtraining mode, this indicates that the user has selected the option thatthe toy figure in question is strong against a certain opposing toyfigure.

After the user has been interacting with the controller 2300 in trainingmode, eventually the user will acquire enough knowledge to add hitpoints to the strength of each of their toy figures. Therefore, thecontroller 2300 determines whether the user has acquired enoughknowledge to add strength to a toy figure (step 2455) and if not, thecontroller 2300 would then proceed to determine whether reading mode hasbeen selected (step 2410). If the user has acquired enough knowledge toadd strength to a toy figure (step 2455), then the controller 2300determines if a toy figure is attached to the connector 405 (step 2460).If there is no toy figure attached to the connector 405 (step 2460), thecontroller may proceed to determine whether reading mode has now beenselected (step 2410). On the other hand, the controller may proceed torequest that the user attach a toy figure to the connector 405 at thispoint in time. In any case, once the toy figures 100 is attached to theconnector 405, the controller can update the hit points saved in thememory 110 of the attached toy figures 100 (step 2465).

Other embodiments are within the scope of the following claims. Forexample, connection between the toy figure and the electronic gamesystem may be wireless, for example, using an electromagnetictransmission technique such as infrared or radio frequency transmission.In that case, the toy figure need not be directly connected to the gamesystem. This would be particularly beneficial in the game arena 200 inwhich a player may want to move his/her toy figure over the court area705. Such a wireless connection would impart a more realistic atmosphereto game play. Data may be transferred to and from the toy figurethrough, for example, inductive or capacitive coupling.

The toy figures 100 may include a speaker that permits the toy figures100 to generate sounds when interacting with electronic game systems.The speaker may be coupled to speech generation hardware or softwarethat causes the sounds to be generated as speech.

The toy figure may be in the form of a trading card that wouldcorrespond to a three dimensional character. The controller mayreplenish or increase a toy figure's hit point total after that toyfigure has won a predetermined number of games.

The toy figure may be in the form of a vehicle, such as, for example, anautomobile, airplane, locomotive, or spaceship. Electronic game systemsmay correspond to racing games, such as, for example, a race track or ahand-held device in which the vehicle races. Toy attributes may includeengine, suspension, transmission, and/or tire type; modifications; orperformance characteristics. Performance characteristics for a vehiclemay include horsepower, top speed, cornering traction, modification andrepair history, damage, and fuel levels.

The game system may be any video game, computer peripheral, personalcomputer game. Other game systems include Internet-based games or arcadegames. The game system may be a smart game board, which is a traditionalgame board equipped with a processor and memory for interacting with theplayers and the toy figures.

Other toy figure attributes include types of weapons, available clues,or available money. Moreover, the consumer may alter attributes for atoy figure before purchasing that toy figure—in this case, the consumermay be charged based on the number, level, and types of attributesselected.

The toy figures may interact with electronic game systems of the sametype, but different owners. For example, a toy figure may interact in agame with a first game arena, and then may be used in a second game witha second game arena.

The adapter 302 used in the hand-held electronic game device 300 may beconfigured as a stand-alone game device such as a toy figurereader/trainer device. For example, the adapter 302 may include all thenecessary components (such as, for example, a display and input buttons)to operate as a toy figure reader/trainer device. Thus, the user wouldneed only a single device that adapts to a hand-held game device and areader/trainer device.

The player operating the other game device 2000 in FIG. 20 may connectany toy figure to the other game device to play against the playeroperating the game device 300.

The adapter 302 may include a moveable platform on which the connector304 is formed. Thus, during game play, and whenever the user moves thegame device 300, the toy figures 100 will move in response. The moveableplatform may include a spring or biasing device that imparts a morerandom motion to the toy figures 100.

The unique identification for a toy figure may be formed on the body ofthe toy figure. Likewise, the user, after purchasing the toy figure, mayenter a unique code into a game system. The game system could thenupload that code into the toy figure when the user connects the toyfigure to the game system. In another implementation, a random code maybe generated by a game system and then uploaded into the toy figure whenthe user connects the toy figure to the game system.

Referring also to FIG. 25, the toy figures 100 may be adapted to matewith a home computer system 2500 to permit interaction between the toyfigures 100 and the home computer system 2500. Interaction between thehome computer system 2500 and the toy figures 100 may be achievedthrough an electrical connection between connector 115 on the toyfigures 100 and a corresponding parallel port 2505 of the home computersystem. The electrical connection employs a toy figure base 2510 ontowhich the toy figure connects and a cable assembly 2515 that includes aplug 2520 that couples to the parallel port 2505.

Referring also to FIG. 26, the home computer system 2500 represents atypical hardware setup for executing software that allows a user toperform tasks such as communicating with other computer users, accessingvarious computer resources, and viewing, creating, or otherwisemanipulating electronic content—that is, any combination of text,images, movies, music or other sounds, animations, virtual worlds, andlinks to other objects. The system 2500 includes various input/output(I/O) devices (for example, a mouse 2525, a keyboard 2530, a display2535, and a game controller 2537) and a general purpose computer 2540having a central processor unit (CPU) 2600, an I/O unit 2605 and amemory 2610. Memory 2610 stores data and various programs such as anoperating system 2615, and one or more application programs 2620 (forexample, a video game). The computer system 2500 also typically includessome sort of communications card or device 2625 (for example, a modem ornetwork adapter) for exchanging data with a network 2630 via acommunications link 2635 (for example, a telephone or cable line).

The computer system memory 2610 may include a network browser thatenables the user to access and view electronic content stored eitherlocally or remotely, such as in a network environment (local areanetwork, intranet, Internet). When the user instructs the browser toaccess a document, or webpage, the browser contacts a correspondingserver hosting the requested webpage, retrieves the one or more filesthat make up the webpage, and displays the webpage in a window on theuser's computer system 2500.

The monitor or display 2535 may display a character corresponding to theuser's toy figures 100 connected to the computer system 2500 along withother characters corresponding to toy figures opposing the user's toyfigures 100. Additionally, the home computer system 2500 may play audiosignals relating to game play when the user's toy figures 100 isconnected to the computer system 2500. The toy figure base 2510 maycause the toy FIG. 100 to spin or wobble from side to side wheninteracting with the computer system 2500.

When the toy figures 100 is connected to the computer system 2500, thetoy figure's character may be used in games accessed through a networkbrowser or through software stored locally at the user's computer system2500. Thus, the user may play the toy figure's character against othertoy figure characters (either at the home computer system 2500 or acrossthe network at a remote location) or against characters controlled bygaming software. In any case, the home computer system 2500 downloadsinformation stored in the toy figure's memory in the integrated circuit110 through port 2505 and adjusts game play accordingly. When a game iscompleted, the home computer system 2500 may upload statistics relatingto results of the game into the memory in the integrated circuit 110 ofthe attached toy figures 100 through port 2505.

During game play, the user controls the toy figure's character using aninput device such as, for example, the keyboard 2530, the mouse 2525, orthe game controller 2537. When the user operates the input device, thecomputer 2540 controls actions of the character and outcomes ofactivities in which the toy figure is engaged. For example, if the useroperates an input device, thus causing the toy figure's character toattack an opposing toy figure's character, the comptuer 2540 determineshow much damage is imparted to the opposing toy figure's character andadjusts the game accordingly, as described above with respect to theother game devices.

As mentioned above, the user may engage in a battle over a network witha remote user. In that case, the web site hosting the battle woulddownload information from the home computer system 2500 and adjust playaccordingly. Likewise, the web site hosting the battle would uploadinformation to the home computer system 2500 at the end of each game, orwhenever the user commands. In this way, characteristics of the toyfigure are updated after interaction with the home computer system 2500.

Examples of possible game programs include a trainer/quiz game and agame arena that may include a virtual battle stadium. Referring to FIGS.27A–D, examples of screen shots include an opening option screen 2700that provides the user with general game related options, a battle arenaoption screen 2705 that provides the user with options relating to thevisual and audio representation of the battle arena, a battle arenascreen 2710 that provides the user with a view of the selected battlearena, and a results screen 2715 that provides the user with results ofthe games.

Network battle using the home computer system 2500 enables the user todo battle with users from other locations. Additionally, a web site thathosts the battles (or a web site related to the battles) may saveinformation relating to toy figures from all over the world. Thus, ifthe user registers a toy figure, the user may compare statistics of theregistered toy figure to other toy figures to determine which toyfigures to battle.

1. A game comprising: a toy figure that includes memory for storing information relating to the toy figure; a first game system configured to communicate with the toy figure, download the stored information relating to the toy figure, receive input from a user, and provide a representation of the toy figure when the first game system communicates with the toy figure; and a second game system configured to communicate with the toy figure, download the stored information relating to the toy figure, receive input from a user, and provide a representation of the toy figure when the second game system communicates with the toy figure; wherein: the first game system includes a first design that, when communicating with the toy figure, provides a first play pattern with a representation of the toy figure developed from the stored information, the second game system includes a second design that, when communicating with the toy figure, provides one or more second play patterns with the representation of the toy figure developed from the stored information, at least one of the second play patterns being distinct from the first play pattern.
 2. The game of claim 1, wherein the toy figure memory comprises re-writeable memory.
 3. The game of claim 1, wherein the toy figure memory comprises read only memory.
 4. The game of claim 1, wherein communication employs a direct connection between a connector on the toy figure and a mating connector on at least one of the game systems.
 5. The game of claim 1, wherein communication employs wireless communication between the toy figure and at least one of the game systems.
 6. The game of claim 1, wherein communication employs inductive or capacitive coupling.
 7. The game of claim 1, wherein information relating to the toy figure comprises statistics of past games in which the toy figure was involved, gaming rules, one or more visual representations of the toy figure, and one or more audio representations of the toy figure.
 8. The game of claim 1, wherein information relating to the toy figure comprises a power type that indicates how powerful that toy figure is when interacting with a game system or another toy figure, a weakness type that indicates how weak that toy figure is when interacting with a game system or another toy figure, or a resistance type that indicates how resistant that toy figure is to damage when interacting with a game system or another toy figure.
 9. The game of claim 1, wherein at least one of the game systems adjusts game play with the representation of the toy figure based on the downloaded information relating to the toy figure.
 10. The game of claim 1, wherein input received from a user comprises input relating to control of the representation of the toy figure during game play.
 11. The game of claim 1, wherein at least one of the game systems comprises a game arena.
 12. The game of claim 1, wherein at least one of the game systems comprises a hand-held electronic device.
 13. The game of claim 1, wherein at least one of the game systems comprises a game board.
 14. The game of claim 1, wherein at least one of the game systems comprises a video game.
 15. The game of claim 1, wherein at least one of the game systems comprises a software game.
 16. The game of claim 1, wherein at least one of the game systems comprises an arcade game.
 17. The game of claim 1, wherein at least one of the game systems comprises a network-based game.
 18. The game of claim 1, wherein at least one of the game systems comprises a computer system game.
 19. The game of claim 1, wherein at least one of the game systems comprises a race track, and the toy figure comprises a vehicle associated with the race track.
 20. The game of claim 1, further comprising one or more other game systems, each of the other game systems configured to communicate with the toy figure and download the stored information relating to the toy figure.
 21. The game of claim 1, wherein received user input comprises an indication of an action that the representation of the toy figure takes during a game.
 22. The game of claim 1, further comprising another toy figure that includes memory for storing information relating to the other toy figure, wherein the first game system is configured to communicate with the other toy figure, download the stored information relating to the other toy figure, receive input from a user, and alter the stored information in the other toy figure based on the received input from the user and the downloaded information.
 23. The game of claim 22, wherein the second game system is configured to communicate with the other toy figure, download the stored information relating to the other toy figure, receive input from a user, and alter the stored information in the other toy figure based on the received input from the user and the downloaded information.
 24. The game of claim 1, wherein at least one of the game systems is configured to perform game tasks based on the received user input, the downloaded information, and the play pattern of that game system.
 25. The game of claim 1, wherein providing a representation of the toy figure comprises providing a visual representation of a toy figure coupled to the game system, the visual representation being based on the information downloaded from the toy figure.
 26. The game of claim 1, wherein providing a representation of the toy figure comprises providing an audio representation of a toy figure coupled to the game system, the audio representation being based on the information downloaded from the toy figure.
 27. The game of claim 1, wherein at least one of the game systems comprises a processor, memory, a clock, and a counter, the processor causing the game system to perform various tasks based on the play pattern of that game system and additional information obtained from memory, the clock, and the counter.
 28. The game of claim 1, wherein the toy figure comprises a three-dimensional character and the representation of the toy figure is a representation of the character.
 29. The game of claim 1, wherein the toy figure includes a code that uniquely identifies the toy figure.
 30. The game of claim 29, wherein the unique code is stored in the memory of the toy figure.
 31. The game of claim 29, wherein the unique code is formed into the toy figure and is visible to the user.
 32. The game of claim 1, wherein at least one of the game systems causes the toy figure to move.
 33. The game of claim 1, wherein at least one of the game systems causes the toy figure to emit one or more sounds.
 34. The game of claim 1, wherein the toy figure comprises a three-dimensional vehicle and the representation of the toy figure comprises a representation of the vehicle.
 35. A game comprising: a toy that includes memory for storing information relating to the toy; and a game system including: an input mechanism, and a controller configured to communicate with the toy, download the stored information relating to the toy, receive input from a user through the input mechanism independently of communication with the toy, present a representation of the toy when the game system communicates with the toy based on the stored information relating to the toy, perform a play pattern procedure including controlling the representation of the toy when the game system communicates with the toy based on the received user input, and alter the stored information based on the received user input and the downloaded information.
 36. The game of claim 35, further comprising another game system configured to communicate with the toy, download the stored information relating to the toy, receive input from a user, and alter the stored information based on the received input and the downloaded information.
 37. The game of claim 36, wherein the other game system provides a play pattern the same as the play pattern provided by the game system.
 38. The game of claim 35, wherein the toy includes memory for storing a code that uniquely identifies the toy and the controller is configured to receive the identification code.
 39. The game of claim 35, wherein the game system presents the representation of the toy by displaying a visual representation of the toy.
 40. The game of claim 35, wherein the game system presents the representation of the toy by emitting an audio representation of the toy.
 41. A game comprising: a toy that includes information relating to the toy; and a game system including: an input mechanism, and a controller configured to communicate with the toy, access the information relating to the toy, receive input from a user through the input mechanism independently of communication with the toy, present a representation of the toy when the game system communicates with the toy based on the information relating to the toy, perform a play pattern procedure including controlling the representation of the toy when the game system communicates with the toy based on the received user input, and alter the information relating to the toy based on the received user input and the accessed information.
 42. The game of claim 41 wherein the toy is a card.
 43. A game comprising: a toy figure that includes information relating to the toy figure; a first game system configured to communicate with the toy figure, access the information relating to the toy figure, receive input from a user, and provide a representation of the toy figure when the first game system communicates with the toy figure; and a second game system configured to communicate with the toy figure, access the information relating to the toy figure, receive input from a user, and provide a representation of the toy figure when the second game system communicates with the toy figure; wherein: the first game system includes a first design that, when communicating with the toy figure, provides a first play pattern with a representation of the toy figure developed from the information relating to the toy figure, and the second game system includes a second design that, when communicating with the toy figure, provides one or more second play patterns with the representation of the toy figure developed from the information relating to the toy figure, at least one of the second play patterns being distinct from the first play pattern.
 44. The game of claim 43 wherein the toy is a card. 